#pragma once
#include "IGameState.h"
#include "../SGD Wrappers/SGD_Handle.h"

#include "../SGD Wrappers/SGD_AudioManager.h"
#include "Game.h"

/**************************************************************/
// MainMenuState class
//	- handles the main menu
//	- SINGLETON (statically allocated, not dynamic)
class MainMenuState : public IGameState
{
public:
	/**********************************************************/
	// Singleton Accessor
	static MainMenuState* GetInstance(void);


	/**********************************************************/
	// IGameState Interface:
	virtual void	Enter(void)				override;	// load resources
	virtual void	Exit(void)				override;	// unload resources

	virtual bool	Input(void)				override;	// handle user input
	virtual void	Update(float elapsedTime)	override;	// update entites
	virtual void	Render(void)				override;	// render entities / menu


protected:
	/**********************************************************/
	// SINGLETON!
	MainMenuState(void) = default;
	virtual ~MainMenuState(void) = default;

	MainMenuState(const MainMenuState&) = delete;
	MainMenuState& operator= (const MainMenuState&) = delete;


	/**********************************************************/
	// Cursor Index
	int		m_nCursor = 0;
	SGD::HTexture  m_hBackground = SGD::INVALID_HANDLE;

	SGD::AudioManager* pAudio = SGD::AudioManager::GetInstance();
	Game* theGame = Game::GetInstance();
};